《Gallanor (On hiatus)》The Guild Handbook (To be updated regularly as more chapters are added to the book)
Advertisement
Hello fellow and future adventurers. I am Mari. Founder of the Adventurer's guild. This book was written over the last 20 years with guides and beastiary entries by a number of well-known and unknown adventurers. Before we get to that stuff lets go over the guild basics.
First off is the guild ranks.
Unranked- Those who have yet to finish their entry quest or task. Other than the entry quest they are not allowed to use any guild amenities and are typically aren't considered part of the guild.
E Rank- Adventurers of the lowest class. Typically between the ages of 16-20. Their low combat ability typically makes them more suited to gathering quest. Though kill quest for wolves, coyotes, and even deer are considered appropriate.
D Rank- Low skill level adventurers.. Adventurers who fall into this category have recieved little or no formal training. Considered the every-man's rank this is were most people will enter the guild after their entry quest. They can take kill quest for up to rank 2 monsters.
C Rank- Semi Skilled adventurers. Adventures who fall into this category are usually well trained or experienced. Upwards to 40 percent of adventurers fall into this category. Considered capable of taking on kill quest for up to rank 5 monsters.
B Rank- Veteran adventurers- The only people who start in this class are former military veterans with multiple instances of combat experience. Battle mages typically end up in this rank as well. Considered capable of taking on some rank 7 monsters.
A rank- Well known adventurers. Adventurers of this rank are typically known by all guild employees and members. Capable of killing lesser dragons and wyverns. Mages that fall into this rank are able to cast tier 5 magic.
S rank and above - [Redacted]
As an adventurers you will undoubtedly come across magic in some shape or form. So it is very important you know what it is and how it's classified.
Advertisement
Type:
Magic comes in many different shapes and forms but all magic falls under three basic categories.
Materialization: By far the most versatile type of magic. This magic involves literally creating an element such as: Water, fire, earth, light, and darkness.
Force: This magic involves the unseen forces of the world. Magnetism, weight, visibility, hearing, and balance.
Nature: This magic involves living things. Trees, flowers, [Redacted]*, [Redacted]*, and living people. Most races other than human rely on nature magic for healing.
Strength:
The power level of magic can be divided into 7 actual power levels and 1 theoretical power level.
Tier 1- The most basic of magics. Materialization spells smaller than 3 inches in diameter.
Tier 2- Still to low to be considered effective in combat. Nature spells such as growing grass would fall in this category.
Tier 3- Basic combat viable magic. The ability to "cast" magic. Throwing a fireball or freezing the ground below an opponents feet.
Tier 4- Above average combat spells. The entails the ability to affect pre existing instances of elements. This is the reason why fire mages are deployed to control a fire and not water mages. Fire mages can simply make the fire disperse and disappear.
Tier 5- Advanced combat magic. Most mages work their entire lives to get to this level. This allows a mage to control the aftermath of their spells. A fire mage can manipulate ash and smoke that comes from their fires. A water mage can turn their water into ice or their ice into water. (Steam manipulation is considered tier 6)
Tier 6- Master level magic. (Please note that the following information does not pertain to summoners or summoning magic. There is a difference between summoning and creating.) This entails the ability to create elementals. A fireball of this levle would be larger than 7 feet in circumference. They can also be imbued with additional properties such as explosive power for fire balls.
Advertisement
Tier 7- The highest level of magic. Only true archmages can cast magic of this level without help. Most instances of this level of magic involve multiple mages channeling their mana together to cast one giant spell. [Redacted]
Super tier- Theoretical level of magic. Capable of leveling major cities. No mortal is known to wield magical capabilities of this level.
*1. Blood magic and necromancy
*2. Soul magic.
Advertisement
The Will To Survive, Phoenix Rising. A LitRPG Post Apocalyptic Adventure.
LitRPG Apocalypse story. This is the story of a man who is vexed by a need to please his military dad and the gravity of a newly integrated world that they are foisted into. Follow John, and his brother Kyle as they live out their lives struggling to survive in the new "Earth" they have been introduced to. A LitRpg that has a strong sense of relationship building and a bit of kingdom building. Split Pov of two characters with both competing to be the stronger brother. I plan on releasing chapters on Mondays, Wednesdays and Saturdays with some random ones thrown in :)
8 168Empyrean Crown
A world torn apart by war.A never ending treasure hunt.The chess pieces are all set, ready for yet another Game.Only for the Game to start by itself.In the remains of a kingdom lost to time, Kaera wakes up with no recollection of who she is. With nowhere to go, she takes up arms and steps towards the unknown with hopes of discovering who she is, while unknowingly being the Chess Piece that might one day end this endless treasure hunt and Game once and for all.English isn't my first language, so expect some errors here and there!
8 152Headpat Bot!!!
Erika Saito is a first year highschool student who just moved to a new city and due to her shyness is having trouble making friends. On her way to school she becomes unlikely allies with a robot named Byte who is as stoic as they come, but the only way he can keep his fuel cells charged, is through headpats!
8 190The Blackgloom Bounty
In the dark days before the end of the first millennium, Scotland (or Scotia as some called it) was a leaderless hodgepodge of tribes, clans and warring factions all bent on the same thing--domination of the land. Wizards, sorcerers and magicians still plied their trade, though much of their power had given way to the machinations of men and their war machines. To the south of Scotia lay the realm of the Saxons ruled by Ethelred the Unready and his ruthless minions. To the west, Ireland had just come of age. Everywhere else the constant threat of a lightning swift Viking incursion loomed over the land.Growing up in this lawless world is a displaced Daynin McKinnon, heir to an ancient familial keep on the island of Rhum. He and his grandfather Ean scratch out a living amongst the Saxons, careful never to divulge their clan heritage. That all changes when Kruzurk Makshare chooses Daynin as the ideal prospect to help him bring down a vile sorcerer named The Seed of Cerberus, ferreted away in his impregnable fortress at Blackgloom. Little does Kruzurk know that in so doing, he will launch young Daynin, himself and others on a vast, dangerous quest that no one could have foreseen. *****One Hollywood producer has dubbed this three book fantasy epic from Jon Baxley as, "BRAVEHEART meets THE LORD OF THE RINGS." Real places, people and events flesh out this fast moving, multi-faceted semi-historical series but fear not fantasy readers. There's more than enough of the magical, mystical mayhem you have come to expect from great fantasy. Romance readers, too, will enjoy the 'spice' in these characters--and there are a lot of them--both human and otherwise. And if you're into Viking lore, this series certainly is for you.When someone asks the author about his series, he answers with, “There were far more surprises in this tale than I ever expected and it's not over yet! This volume and the next two contain hundreds of pages filled with rollicking good times, fast moving action and a page turning adventure you will not soon forget."Books In The Scythian Stone Saga:THE BLACKGLOOM BOUNTY Episode 1 - 500 pagesTHE REGENTS OF RHUM Episode 2 - 800 pagesTHE SCIONS OF SCOTIA Episode 3 - 800 pages
8 142The Zone Operative
In the near future an explosion at a particle accelerator causes cracks in reality to appear. Around these cracks the zones form. Fog bound areas that create monsters and drive many insane. John Harrington is one of the “lucky” few that can tolerate these zones. Follow him as he travels in to them and faces the horrors with in. Warring: This story contains graphic violence and profanity. Not for those easily offended.
8 300Colors of Lightbulb // an Inanimate Insanity AU
This is based on the Teen Titans GO episode called colors of Raven. I used to LOVE that episode so I decided to make an II version of it! ^w^Test Tube is exploring the cave, when she finds a weirdly shaped gem. She takes it back to Hotel OJ for further research. In the hotel, an accident occurs, which causes the gem to split Lightbulb into five different beings with five different colors! At first, everyone is ok with it, but they quickly realize five Lightbulbs isn't the best thing to have, so they have to put her back together. But the Lightbulbs escape and now everyone has to go and catch them all...Will they find all the Lightbulbs? Read to find out!They all live in the hotel by the way.The cover is made by me!I don't expect many reads on this, but I don't mind, since it's just a funny lil thing I thought of :)
8 94